319ff28b7bfd754c2b38e7d9eb18a4ed4120b821
Motivation: When discussing with @Jeroen-Bakker and @aras_p about how to approach sorting when rendering Gaussian splats in Blender, we realised that compute shaders could help there (and have many other use cases), and that also due to Blender 4.0 being on OpenGL >= 4.3, we can now rely on compute shaders existing. This PR is an initial pass for that functionality. It comes with a Python example, which runs a compute shader and saves the output to a texture, which is then rendered in the viewport. There is no exposed support for storage buffers yet, but I expect I'll be able to work on them soon if this is accepted. The newly added parts are: 1. `gpu.compute.dispatch()` 2. a way set the compute source to `GPUShaderCreateInfo`: `shader_info.compute_source()` 3. a way to set the image store for `GPUShaderCreateInfo`: `shader_info.image()` 4. a way to set the `local_group_size` for `GPUShaderCreateInfo`: `shader_info.local_group_size(x,y,z)` 5. a way to get `max_work_group_size` from capabilities: `gpu.capabilities.max_work_group_size_get(index)` 6. a way to get `max_work_group_count` from capabilities: `gpu.capabilities.max_work_group_count_get(index)` Pull Request: https://projects.blender.org/blender/blender/pulls/114238
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